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                shader学习21-深度和法线纹理-全局雾效
            
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        <div class="content">
            <h2 id="全局雾效"><a href="#全局雾效" class="headerlink" title="全局雾效"></a><strong>全局雾效</strong></h2><p>学习一种基于屏幕后处理的全局雾效的实现，我们不需要更改场景内渲染的物体所使用的shader代码，而仅仅依靠一次屏幕后处理的步骤即可。</p>
<a id="more"></a>
<p>这种方法自由性很高，我们可以方便地模拟各种雾效，例如均匀的雾，基于距离的线性/指数雾效，高度的雾效等。<br><strong>全局雾效的关键是：根据深度纹理来重建每个像素在世界空间下的位置。</strong></p>
<h2 id="雾的计算"><a href="#雾的计算" class="headerlink" title="雾的计算"></a><strong>雾的计算</strong></h2><p>在简单的雾效实现中，我们需要计算一个雾效系数f，作为混合原始颜色和雾的颜色的混合系数:<br>$$ float3\quad afterFog = f * fogColor +(1-f)*origColor;$$</p>
<p><strong>在unity内置的雾效实现中，支持三中雾的雾效系数f的计算方式：</strong><br><strong>当给定距离Z后：</strong></p>
<ul>
<li><p><strong>线性(Linear)</strong><br>$$f=\frac{d_{max}-|Z|}{d_{max}-d_{min}}$$<br>$d_{min}和d_{max}$分别表示受雾影响的最小和最大距离</p>
</li>
<li><p><strong>指数(Exponenetial)</strong><br>$$f=e^{-d·|z|}$$<br>d是控制雾的浓度的参数</p>
</li>
<li><p><strong>指数的平方(Exponenetial Squared)</strong><br>$$f=e^{-(d-|z|)^2}$$<br>d是控制雾的浓度的参数</p>
</li>
</ul>
<h2 id="基于高度的雾效"><a href="#基于高度的雾效" class="headerlink" title="基于高度的雾效"></a><strong>基于高度的雾效</strong></h2><p>使用线性雾方式，给定一点在世界空间下的高度y，f的计算公式为：<br>$$f=\frac{H_{end}-y}{H_{end}-H_{start}}$$<br>$H_{start}和H_{end}$分别表示受雾影响的起始和终止高度.</p>
<figure class="highlight javascript hljs"><table><tr><td class="gutter"><pre><span class="line">1</span><br><span class="line">2</span><br><span class="line">3</span><br><span class="line">4</span><br><span class="line">5</span><br><span class="line">6</span><br><span class="line">7</span><br><span class="line">8</span><br><span class="line">9</span><br><span class="line">10</span><br><span class="line">11</span><br><span class="line">12</span><br><span class="line">13</span><br><span class="line">14</span><br><span class="line">15</span><br><span class="line">16</span><br><span class="line">17</span><br><span class="line">18</span><br><span class="line">19</span><br><span class="line">20</span><br><span class="line">21</span><br><span class="line">22</span><br><span class="line">23</span><br><span class="line">24</span><br><span class="line">25</span><br><span class="line">26</span><br><span class="line">27</span><br><span class="line">28</span><br><span class="line">29</span><br><span class="line">30</span><br><span class="line">31</span><br><span class="line">32</span><br><span class="line">33</span><br><span class="line">34</span><br><span class="line">35</span><br><span class="line">36</span><br><span class="line">37</span><br><span class="line">38</span><br><span class="line">39</span><br><span class="line">40</span><br><span class="line">41</span><br><span class="line">42</span><br><span class="line">43</span><br><span class="line">44</span><br><span class="line">45</span><br><span class="line">46</span><br><span class="line">47</span><br><span class="line">48</span><br><span class="line">49</span><br><span class="line">50</span><br><span class="line">51</span><br><span class="line">52</span><br><span class="line">53</span><br><span class="line">54</span><br><span class="line">55</span><br><span class="line">56</span><br><span class="line">57</span><br><span class="line">58</span><br><span class="line">59</span><br><span class="line">60</span><br><span class="line">61</span><br><span class="line">62</span><br><span class="line">63</span><br><span class="line">64</span><br><span class="line">65</span><br><span class="line">66</span><br><span class="line">67</span><br><span class="line">68</span><br><span class="line">69</span><br><span class="line">70</span><br><span class="line">71</span><br><span class="line">72</span><br><span class="line">73</span><br><span class="line">74</span><br><span class="line">75</span><br><span class="line">76</span><br><span class="line">77</span><br><span class="line">78</span><br><span class="line">79</span><br><span class="line">80</span><br><span class="line">81</span><br><span class="line">82</span><br><span class="line">83</span><br><span class="line">84</span><br><span class="line">85</span><br><span class="line">86</span><br><span class="line">87</span><br><span class="line">88</span><br><span class="line">89</span><br><span class="line">90</span><br><span class="line">91</span><br><span class="line">92</span><br><span class="line">93</span><br><span class="line">94</span><br><span class="line">95</span><br><span class="line">96</span><br></pre></td><td class="code"><pre><span class="line">Shader <span class="hljs-string">"MyTest/Test7/test7-FogDepth"</span></span><br><span class="line">&#123;</span><br><span class="line">	Properties</span><br><span class="line">	&#123;</span><br><span class="line">		_MainTex (<span class="hljs-string">"Texture"</span>, <span class="hljs-number">2</span>D) = <span class="hljs-string">"white"</span> &#123;&#125;</span><br><span class="line">		_FogDensity(<span class="hljs-string">"Fog Density"</span>,float)=<span class="hljs-number">1.0</span></span><br><span class="line">		_FogColor(<span class="hljs-string">"Fog Color"</span>,Color)=(<span class="hljs-number">1</span>,<span class="hljs-number">1</span>,<span class="hljs-number">1</span>,<span class="hljs-number">1</span>)</span><br><span class="line">		_FogStart(<span class="hljs-string">"Fog Start"</span>,float)=<span class="hljs-number">0</span></span><br><span class="line">		_FogEnd(<span class="hljs-string">"Fog END"</span>,float)=<span class="hljs-number">1</span></span><br><span class="line">	&#125;</span><br><span class="line">	SubShader</span><br><span class="line">	&#123;</span><br><span class="line">		</span><br><span class="line">		Tags &#123; <span class="hljs-string">"RenderType"</span>=<span class="hljs-string">"Opaque"</span> &#125;</span><br><span class="line">		CGINCLUDE</span><br><span class="line">		#include "UnityCG.cginc"</span><br><span class="line"></span><br><span class="line">		sampler2D _MainTex;</span><br><span class="line">		half4 _MainTex_TexelSize;</span><br><span class="line">		float _FogDensity;</span><br><span class="line">		float _FogStart;</span><br><span class="line">		float _FogEnd;</span><br><span class="line">		fixed4 _FogColor;</span><br><span class="line"></span><br><span class="line">		sampler2D _CameraDepthTexture;</span><br><span class="line">		<span class="hljs-comment">//当前射线四边形</span></span><br><span class="line">		float4x4 _FrustumCornersRay;</span><br><span class="line"></span><br><span class="line">		struct v2f&#123;</span><br><span class="line">			float4 pos:SV_POSITION;</span><br><span class="line">			half2 uv:TEXCOORD0;</span><br><span class="line">			half2 uv_depth:TEXCOORD1;</span><br><span class="line">			float4 interplatedRay:TEXCOORD2;</span><br><span class="line">		&#125;;</span><br><span class="line"></span><br><span class="line">		v2f vert(appdata_img v)&#123;</span><br><span class="line">			v2f o;</span><br><span class="line">			o.pos = UnityObjectToClipPos(v.vertex);</span><br><span class="line">			o.uv = v.texcoord;</span><br><span class="line">			o.uv_depth = v.texcoord;</span><br><span class="line"></span><br><span class="line">			int index =<span class="hljs-number">0</span>;</span><br><span class="line">			<span class="hljs-keyword">if</span>(v.texcoord.x &lt; <span class="hljs-number">0.5</span> &amp;&amp; v.texcoord.y &lt; <span class="hljs-number">0.5</span>)&#123;</span><br><span class="line">					index = <span class="hljs-number">0</span>;</span><br><span class="line">			&#125;<span class="hljs-keyword">else</span> <span class="hljs-keyword">if</span>(v.texcoord.x &gt; <span class="hljs-number">0.5</span> &amp;&amp; v.texcoord.y &lt; <span class="hljs-number">0.5</span>)&#123;</span><br><span class="line">					index = <span class="hljs-number">1</span>;</span><br><span class="line">			&#125;<span class="hljs-keyword">else</span> <span class="hljs-keyword">if</span>(v.texcoord.x &gt; <span class="hljs-number">0.5</span> &amp;&amp; v.texcoord.y &gt; <span class="hljs-number">0.5</span>)&#123;</span><br><span class="line">					index = <span class="hljs-number">2</span>;</span><br><span class="line">			&#125;<span class="hljs-keyword">else</span>&#123;</span><br><span class="line">					index =<span class="hljs-number">3</span>;</span><br><span class="line">			&#125;</span><br><span class="line"></span><br><span class="line">			#if UNITY_UV_STARTS_AT_TOP</span><br><span class="line">			<span class="hljs-keyword">if</span>(_MainTex_TexelSize.y &lt; <span class="hljs-number">0</span>)&#123;</span><br><span class="line">				o.uv_depth.y = <span class="hljs-number">1</span>- o.uv_depth.y;</span><br><span class="line">				index = <span class="hljs-number">3</span> - index;</span><br><span class="line">			&#125;</span><br><span class="line"></span><br><span class="line">			#endif</span><br><span class="line"></span><br><span class="line">			o.interplatedRay = _FrustumCornersRay[index];</span><br><span class="line"></span><br><span class="line">			<span class="hljs-keyword">return</span> o;</span><br><span class="line">		&#125;</span><br><span class="line"></span><br><span class="line">		fixed4 frag(v2f i):SV_Target&#123;</span><br><span class="line">			</span><br><span class="line">			<span class="hljs-comment">//获取该顶点的深度值</span></span><br><span class="line">			float d = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv_depth);</span><br><span class="line">			float linearDepth = LinearEyeDepth(d);</span><br><span class="line">			float3 worldPos = _WorldSpaceCameraPos + linearDepth * i.interplatedRay.xyz;</span><br><span class="line">			<span class="hljs-comment">//线性系数公式</span></span><br><span class="line">			float f = (_FogEnd - worldPos.y) /(_FogEnd - _FogStart);</span><br><span class="line">			f = max(<span class="hljs-number">0</span>,f*_FogDensity);</span><br><span class="line"></span><br><span class="line">			fixed4 finalColor = tex2D(_MainTex,i.uv);</span><br><span class="line">			finalColor.rgb = lerp(finalColor.rgb,_FogColor.rgb,f);</span><br><span class="line">			<span class="hljs-keyword">return</span> finalColor;</span><br><span class="line">		&#125;</span><br><span class="line"></span><br><span class="line"></span><br><span class="line">		ENDCG</span><br><span class="line"></span><br><span class="line">		</span><br><span class="line">		Pass&#123;</span><br><span class="line">			ZTest Always</span><br><span class="line">			Cull Off</span><br><span class="line">			ZWrite Off</span><br><span class="line"></span><br><span class="line">			CGPROGRAM</span><br><span class="line">			#pragma vertex vert</span><br><span class="line">			#pragma fragment frag</span><br><span class="line">			ENDCG</span><br><span class="line">		&#125;</span><br><span class="line">	&#125;</span><br><span class="line">&#125;</span><br></pre></td></tr></table></figure>

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class="line">91</span><br><span class="line">92</span><br><span class="line">93</span><br><span class="line">94</span><br><span class="line">95</span><br><span class="line">96</span><br><span class="line">97</span><br><span class="line">98</span><br><span class="line">99</span><br><span class="line">100</span><br><span class="line">101</span><br><span class="line">102</span><br><span class="line">103</span><br><span class="line">104</span><br><span class="line">105</span><br><span class="line">106</span><br><span class="line">107</span><br><span class="line">108</span><br><span class="line">109</span><br></pre></td><td class="code"><pre><span class="line">using System.Collections;</span><br><span class="line">using System.Collections.Generic;</span><br><span class="line">using UnityEngine;</span><br><span class="line"></span><br><span class="line">public class testFogDepth : PostEffectsBase &#123;</span><br><span class="line"></span><br><span class="line">    public Shader shader;</span><br><span class="line">    private Material mat;</span><br><span class="line">    public Material material</span><br><span class="line">    &#123;</span><br><span class="line">        <span class="hljs-keyword">get</span></span><br><span class="line">        &#123;</span><br><span class="line">            mat = CheckShaderAndCreateMaterial(shader, mat);</span><br><span class="line">            <span class="hljs-keyword">return</span> mat;</span><br><span class="line">        &#125;</span><br><span class="line">    &#125;</span><br><span class="line"></span><br><span class="line">    private Camera myCamera;</span><br><span class="line">    public Camera MyCamera</span><br><span class="line">    &#123;</span><br><span class="line">        <span class="hljs-keyword">get</span></span><br><span class="line">        &#123;</span><br><span class="line">            <span class="hljs-keyword">if</span> (myCamera == <span class="hljs-literal">null</span>)</span><br><span class="line">            &#123;</span><br><span class="line">                myCamera = GetComponent&lt;Camera&gt;();</span><br><span class="line">            &#125;</span><br><span class="line">            <span class="hljs-keyword">return</span> myCamera;</span><br><span class="line">        &#125;</span><br><span class="line">    &#125;</span><br><span class="line">    private Transform myCameraTran;</span><br><span class="line">    public Transform MyCameraTran</span><br><span class="line">    &#123;</span><br><span class="line">        <span class="hljs-keyword">get</span></span><br><span class="line">        &#123;</span><br><span class="line">            <span class="hljs-keyword">if</span> (myCameraTran == <span class="hljs-literal">null</span>)</span><br><span class="line">            &#123;</span><br><span class="line">                myCameraTran = MyCamera.transform;</span><br><span class="line">            &#125;</span><br><span class="line">            <span class="hljs-keyword">return</span> myCameraTran;</span><br><span class="line">        &#125;</span><br><span class="line">    &#125;</span><br><span class="line"></span><br><span class="line"></span><br><span class="line">    [Range(<span class="hljs-number">0</span>,<span class="hljs-number">3</span>f)]</span><br><span class="line">    public float fogDensity = <span class="hljs-number">1.0</span>f;</span><br><span class="line">    public Color fogColor = Color.white;</span><br><span class="line">    public float fogStart = <span class="hljs-number">0</span>f;</span><br><span class="line">    public float fogEnd = <span class="hljs-number">2.0</span>f;</span><br><span class="line"></span><br><span class="line">    <span class="hljs-keyword">void</span> OnEnable()</span><br><span class="line">    &#123;</span><br><span class="line">        MyCamera.depthTextureMode |= DepthTextureMode.Depth;</span><br><span class="line">    &#125;</span><br><span class="line"></span><br><span class="line">    <span class="hljs-keyword">void</span> OnRenderImage(RenderTexture src,RenderTexture dest)</span><br><span class="line">    &#123;</span><br><span class="line">        <span class="hljs-keyword">if</span>(material != <span class="hljs-literal">null</span>)</span><br><span class="line">        &#123;</span><br><span class="line">            Matrix4x4 frustumCorners = Matrix4x4.identity;</span><br><span class="line"></span><br><span class="line">            float fov = MyCamera.fieldOfView;</span><br><span class="line">            float near = MyCamera.nearClipPlane;</span><br><span class="line">            float far = MyCamera.farClipPlane;</span><br><span class="line">            float aspect = MyCamera.aspect;</span><br><span class="line"></span><br><span class="line">            float halfHeight = near * Mathf.Tan(fov * <span class="hljs-number">0.5</span>f * Mathf.Deg2Rad);</span><br><span class="line">            Vector3 toRight = MyCameraTran.right * halfHeight * aspect;</span><br><span class="line">            Vector3 toTop = MyCameraTran.up * halfHeight;</span><br><span class="line"></span><br><span class="line">            Vector3 topLeft = MyCameraTran.forward * near + toTop - toRight;</span><br><span class="line">            float scale = topLeft.magnitude / near;</span><br><span class="line"></span><br><span class="line">            topLeft.Normalize();</span><br><span class="line">            topLeft *= scale;</span><br><span class="line"></span><br><span class="line">            Vector3 topRight = MyCameraTran.forward * near + toRight + toTop;</span><br><span class="line">            topRight.Normalize();</span><br><span class="line">            topRight *= scale;</span><br><span class="line"></span><br><span class="line">            Vector3 botLeft = MyCameraTran.forward * near - toRight - toTop;</span><br><span class="line">            botLeft.Normalize();</span><br><span class="line">            botLeft *= scale;</span><br><span class="line"></span><br><span class="line">            Vector3 botRight = MyCameraTran.forward * near + toRight - toTop;</span><br><span class="line">            botRight.Normalize();</span><br><span class="line">            botRight *= scale;</span><br><span class="line"></span><br><span class="line">            <span class="hljs-comment">//注意顺序</span></span><br><span class="line">            frustumCorners.SetRow(<span class="hljs-number">0</span>, botLeft);</span><br><span class="line">            frustumCorners.SetRow(<span class="hljs-number">1</span>, botRight);</span><br><span class="line">            frustumCorners.SetRow(<span class="hljs-number">2</span>, topRight);</span><br><span class="line">            frustumCorners.SetRow(<span class="hljs-number">3</span>, topLeft);</span><br><span class="line"></span><br><span class="line">            material.SetMatrix(<span class="hljs-string">"_FrustumCornersRay"</span>, frustumCorners);</span><br><span class="line"></span><br><span class="line">            material.SetFloat(<span class="hljs-string">"_FogDensity"</span>, fogDensity);</span><br><span class="line">            material.SetFloat(<span class="hljs-string">"_FogStart"</span>, fogStart);</span><br><span class="line">            material.SetFloat(<span class="hljs-string">"_FogEnd"</span>, fogEnd);</span><br><span class="line">            material.SetColor(<span class="hljs-string">"_FogColor"</span>, fogColor);</span><br><span class="line"></span><br><span class="line">            Graphics.Blit(src, dest, material);</span><br><span class="line">        &#125;</span><br><span class="line">        <span class="hljs-keyword">else</span></span><br><span class="line">        &#123;</span><br><span class="line">            Graphics.Blit(src, dest);</span><br><span class="line">        &#125;</span><br><span class="line">    &#125;</span><br><span class="line"></span><br><span class="line">&#125;</span><br></pre></td></tr></table></figure>


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